Add tier management system with JSON loading; refactor PopulationVisualizer for category handling
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@@ -9,10 +9,13 @@ namespace ParasiticGod.Scripts.Components;
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[GlobalClass]
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public partial class PopulationVisualizer : Node
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{
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public enum VisualCategory { Followers, Huts }
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[Export] private Node2D _markersContainer;
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[Export] private int _unitsPerMarker = 5;
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[Export] private Array<TierDefinition> _tiers;
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[Export] public VisualCategory Category { get; private set; }
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private List<TierDefinition> _tiers;
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private readonly List<FollowerMarker> _markers = [];
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private long _lastKnownUnitCount = -1;
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private int _lastKnownTierIndex = -1;
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@@ -20,6 +23,19 @@ public partial class PopulationVisualizer : Node
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public override void _Ready()
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{
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switch (Category)
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{
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case VisualCategory.Followers:
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_tiers = GameBus.Instance.FollowerTiers;
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break;
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case VisualCategory.Huts:
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_tiers = GameBus.Instance.HutTiers;
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break;
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default:
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GD.PushError($"PopulationVisualizer has an invalid category: {Category}");
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return;
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}
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foreach (var child in _markersContainer.GetChildren())
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{
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if (child is FollowerMarker marker)
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@@ -40,7 +56,12 @@ public partial class PopulationVisualizer : Node
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{
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if (_isUpdating) return;
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var currentUnitCount = (long)newState.Get(Stat.Followers);
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long currentUnitCount = Category switch
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{
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VisualCategory.Followers => (long)newState.Get(Stat.Followers),
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VisualCategory.Huts => (long)newState.Get(Stat.Followers),
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_ => 0
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};
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var currentMarkersToShow = (int)currentUnitCount / _unitsPerMarker;
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var lastMarkersToShow = (int)_lastKnownUnitCount / _unitsPerMarker;
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